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WARNING: Do not muck about in the element viewer, it's touchy and can ruin a model if you aren't careful.
I may just have to modify the textures, but I'm hoping I won't have to...
But that being said, sometimes things don't look like they work, until you throw a light at them.
https://i.imgur.com/d9YNxpr.png
However, $BlendTintByBaseAlpha makes it so that the alpha mask of $BaseTexture (and/or $Detail, if applicable) controls where $Color and $Color2 actually affect the texture/material. Team Fortress 2's cosmetics generally use that to limit where the paintability of cosmetics takes place, thus making it pretty impractical to tint the whole material this way; This can be observed even in Team Fortress 2 itself, where Jarate-coated players are generally yellow-tinted, but many cosmetics will not be yellow-tinted outside of the intended paintable area.
You should be able to disable $BlendTintByBaseAlpha using a Boolean-type value set to 0/un-ticked, but that'll typically result in the intended paintable area turning too white if the paintability worked fine before.
So for such a case, I suggest thinking of some other way to tint the material instead, e.g. a custom pre-tinted texture to use for $BaseTexture.
Actually, a material proxy for paintable Team Fortress 2 things "simply" "copies" the value of $ColorTint_Base to $Color2 unless $ColorTint_Tmp is not "[0 0 0]", in which case it uses that instead of $ColorTint_Base.
So in essence, $ColorTint_Base has nothing to do with Team Fortress 2-style item paintability specifically, and instead "acts" just like $Color2 would. It's simply the $BlendTintByBaseAlpha thing that makes $Color2 (and thusly $ColorTint_Base) not apply to the whole material.